I’ve added a new robot to BotSumo, my most popular game on the Google Play Store so far, which has been downloaded 35,000 times so far. Continue reading New version of BotSumo – New robot
I posted a while ago saying that new playable ships are coming, and I’ve finally got it finished! Also there’s a new level, new obstacles, and minor updates to the other levels. Get it on Android here, or in your browser here. Continue reading Escape the sector update – playable ships are here!
I saw recently that the indie developer of Victory lane racing posted the amount he’s getting on adverts for his app (see below), it’s about $1.50 for 1000x ad views.
This has got me thinking about the games that I make, and whether I should go down this path. Continue reading Is $1.50 for 1000 ad views worth it?
I’ve been working on adding different playable spaceships to Escape the Sector, but I’ve noticed this curious feature in Unity (I thought it was a bug at first!).
Watch this video:
Even though these 3 ships all have the same mass, angular velocity, drag and the same force is being applied, they turn at different rates because they have different sized colliders.
I assume this is normal, but it’s going to make it quite difficult to get the turning speed the same on them all without a lot of tweaking!
Sometimes I wonder if making games for a hobby is pointless, but then something happens and it makes me excited again. That happened yesterday when I discovered this video of some French kids playing my BotSumo game (on Android). Continue reading I found these videos of people playing my BotSumo game
Not incredibly exciting news, but a chance to show some screenshots of progress nontheless…
I thought Escape the Sector (for Android) needed some better instruction, specially on the later levels where it’s unclear which direction you need to go. I was going to leave it so the players can explore the level, and learn the direction through the maze, but it seemed to frustrate some people – probably because lots of red boxy cliffs look identical!
So I’ve added some signage, pointing to the exit.
As well as some new animated signs with the message to “Evacuate Evacuate”!
I’ve also created some new playable ships – so that I can create a player select screen.
Probably not quite as cool as the ships created by Dave Bisseg (see those here), which I’ll also add, but I just enjoy creating new ships in this boxy, voxel style!
I’m not done with Escape the Sector yet (which I released on the Google Play store in July). I toyed with leaving it a bit, and moving to another project, but I’ve been encouraged by a 3D artist called Dave Bisseg who contacted me after I posted screenshots on a Facebook group for Indie developers, and has created some new ships, which perfectly fit the blocky, voxel style of what I’ve already created.
For comparison and to show what a great job he’s done at matching the style, here’s one of my large ships (originally made for the abandoned Escape Vector project).
We’ve had this discussion at work a while back and there’s different trains of thought for whether you should commit your generated CSS file (if you’re compiling it from SASS/SCSS/LESS etc). Continue reading Should generated CSS be included in a repo? – I say yes
Ok, this might not be of much interest to anyone other than me, but as I’ve been writing other stuff about my game here, it seems like a good place to put it. So I’ve spent a long time on Escape the sector, which is unfortunate because if you actually play it all the way through, 6 levels lasting 2 minutes it’ll only take you 12 minutes. I feel like the effort / play ratio is way off! 😛
So, things I learned for this project: Continue reading Debrief of my “Escape the sector” game project